Then you’re not blocking correctly, unless it was an unblockable setup.
Hey Eternal, can you look up the data on Gouken Air EX Tatsu on block ?
seems abnormally high to not be a bug
It simply looks like the Gen player held down-back after blocking the 2nd one, and got hit by the 3rd one cuz it’s an overhead.
It’s a chip damage victory in the video.
lol didnt see that. I’m so dumb.
I also misunderstood you I think. I didnt know you were talking about chip dmg at first. It’s just like Ryu’s ground tatsu chip if you stand block and cannot crouch after.
cmon leave it alone…it never did nothin to you…
I don’t see anything abnormal. The only reason tatsu only hits once is due to juggle potential, the move itself is a multi hit move so you gotta block every hit. It does 140 damage on hit = 35chip on block (per hit). The attack can actually hit 4x on block causing you to take as much damage from blocking as if you’d been hit.
Nothing weird here.
wtf your sign bud
was this known ?
Hugo stuff isn’t a glitch, m fuhajin is flagged to not hit crouchers(ex version was buffed to do so to IMPROVE IT), and fireball store is so you can throw juri have her do it and get mad that it beat your throw.
Juri is airborne during the release of her fuhajin fireball
http://wiki.shoryuken.com/Ultra_Street_Fighter_IV/Juri
It’s working as intended. If you were to slowdown the video you’ll even see that Juri does a little hop when she releases the fireball. I don’t think she needs it to be airborne (I don’t think Cody’s LK?MK/EX Ruffian should be airborne either but he actually kind of needs them as an unsafe way to fight throws in some matchups.) but it’s working as intended.
[quote=“cerberusfx, post:709, topic:169850”]
was this known ?
[/quote]First I’ve heard of it, I wonder if it’s related to the thing that makes Viper cause graphical effects to disappear. Likewise, this one should really get fixed just because it has potential to break more stuff and be a big issue. Even if it doesn’t break more stuff, if someone figures other ways to execute it then it’s simply a really big issue to have an characters entire super COMPLETELY negated by it. Not like “it works but it’s super situational.” but just flat out “it broke.”
I’m not too sure what it is and this is on PC. I’m using a PS2 controller pad and I put 3 Punches on one of my shoulder buttons.
As I do Balrog’s EX Dash Swing Blow/EX Overhead Punch, sometimes the EX or Armor doesn’t come out.
Video below,
Light Dash Swing Blow has 45 frames charge time, medium 50 frames and hard and EX have 55 frames charge time.
So if you charge only between 45 and 54 frames, you will get light or medium, even with all 3 punches.
It’s one of the new changes to Balrog, they adjusted his charge times so he could more easily use his L/M overheads, they made them faster to come out, faster to charge, and more safe on block. However they also reduced the reward for the overhead as they can’t be comboed out of.
Thanks, I didn’t realize there was a charge time to specific dashes and then there was the changes that I didn’t realize about the charge time on Rog’s Light and Medium Dash Swing Blow.
Dash Swing Blow: Light version charge time reduced to 45 frames from 55 frames
Dash Swing Blow: Medium version charge time reduced to 50 frames from 55 frames
Spotted new Rolento bugs, also found a whole area for potential bugs I had not previously checked that I will need to check now. smh
Bison has always been able to do this, but they removed it in SFxT.
It’s because there’s a flag on all ultras, in the etc section, control #29, unk0, unk1 set to 0 turns off certain effects, this includes the after images.
when you set unk0,unk1 to 1 it turns them back on, however looking at yuns ultra 1, the control 29 for turning them back on is on from 305, the IASA is also at frame 305.
#Solved
I’m pretty sure this is intentional for Oni. Don’t think it’s the first instance that moves get different knockback properties on counter hit.
Also, what specific area for bugs are you talking about? o.O